Gravity not working

Hello,

I’ve been struggling with this for multiple days now, I’m creating a 3rd person game in the style of tomb raider so I really need this to work. maybe a rigidbody might be a better bet for me, however i don’t have any experience with those

I would really appreciate someone to take a look at my code and tell me what is wrong with it.

public class ThirdPersonMovement : MonoBehaviour
{

	public CharacterController controller;
	public Transform cam;
	
	public float speed = 6f;

	public float gravity = 9.81f;

	public float turnSmoothTime = 0.1f;
	
	float turnSmoothVelocity;

    // Update is called once per frame
    void Update()
    {
        
			   float horizontal = Input.GetAxisRaw("Horizontal");
			   float vertical = Input.GetAxisRaw("Vertical");
			   Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;			   
			  
			   if (!controller.isGrounded)
			   {
			   	   direction.y -= gravity * Time.deltaTime;
			   }

			   if(direction.magnitude >= 0.1f)
			   {
			   	   float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
				   float angle =  Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
					
					
				   transform.rotation = Quaternion.Euler(0f, angle, 0f);


				   
				   Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
				   controller.Move(moveDir.normalized * speed * Time.deltaTime);
			   }
    }
}

I think there’s a little daisy chain of problems here:

First of all, I’ve found isGrounded to be hard to use: it works by testing whether there is a collision at the bottom of the model. Always found this to be awkward to setup in practice.

Secondly, I think you’re using gravity, the acceleration, as a speed. Looking into suvat equations might help with what you’re trying to achieve.

But the crux of the issue is that you never use your y component of the direction, all it ever does is cause direction.magnitude >= 0.1f to evaluate to true then after that it just uses the x and z components to find your angle and move in that direction.

This means that if you’re not grounded then it will edge in the global ‘forwards’ direction; given x and z both being 0 the angle will also be zero and then moveDir will just be an unrotated Vector3.forward.

What you’re trying to do isn’t easy - all I mean by that is don’t be afraid to look up other people’s player physics scripts to copy/get ideas from!